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Using your local resources can also offer a similar relief from monotonous studying while actively learning. In UL, we are lucky enough to have the Language Learning Hub which is honestly my lifesaver! There are foreign movies, channels, magazines, books and all sorts of resources available there

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Digital Gaming for Language Learning offers an alternative to learners from mundane and boring text books. Students can take a break from study by using these games as, similar to watching movies in foreign languages, it doesn't feel like study.

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Although Gaming can be used in your target language to try and improve your skills through specific vocabulary and listening skills, I would argue that platforms like YouTube and Spotify can offer at least, if not more of a benefit.

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Synthetic Immersive Environments

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I am someone who definitely does not see the attraction with gaming and have never been very interested in it. As a language learner, I of course have the Duolingo app downloaded on my phone, however despite my best intentions, I rarely ever use it. When I do make the rare visit onto the app, I spend ages on it, think it's wonderful and swear I will use it more often. Despite my vows, a long time will pass before I find myself on it again. Therefore, I think I'm never going to be the biggest user of gaming for second language acquisition.

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sometimes language learning can be mundane and repetitive. Introducing an interactive platform in which you can actively improve your language skills offers an opportunity to freshen things up and escape the boring grammar books. Games and apps are often very relevant and in keeping with current trends and affairs.

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Cardinal distinction within DGBLL frames games either as specifically designed for L2 learning and teaching purposes, called synthetic immersive environments (or SIEs, see Sykes, Oskoz, & Thorne, 2008). OR

not specifically tailored to L2 learning and teaching, called Commercial Off-The-Shelf (COTS) games in the general game-based learning literature e.g. MMORPGs .

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Massively Multiplayer Online Role Playing Games such as Fortnite are becoming increasingly popular, bearing the question - Could they be used to help with second language acquisition?

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60 Second Word Challenge for Vocabulary

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DGLL: "a game is a system in which players engage in an artificial conflict, defined by a quantifiable outcome."

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DGLL: "a game is a system in which players engage in an artificial conflict, defined by a quantifiable outcome."

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Digital Gaming for Language Learning